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Topic: New Character Class - The Fixer (Read 4864 times)

A Militant fixer, or Contractor is a fighter subclass. They have both fighting abilities and a number of subterfuge and interpersonal skills. To become a fixer they need to have strength not less than 9, minimal intelligence of 9, a minimal con of 9 and not less than 17 charisma. If the fixer has both strength and charisma exceeding 15, he or she gains the benefit of adding 10% to earned XP. Fixers use the Paladin XP table.

Fixers use d10 sided HP,Thaco and saving throws as per fighter. Weapon/Non-weapon proficiency are as per Fighters, with limitations as described below. Fixers may not use weapon specialization, nor may they use the Theif's backstab ability. Militant Fixers have no problem with using any weapon that gets the job done, even poison and oil are allowed.

The benefits of a Fixer are:

People Person -When random encounters involve members of the same race of the fixer, their encounter level is increased favorably by one level, thus hostile would become wary, while neutral would become friendly, etc.

Contacts Everywhere: The Fixer can make a Charisma check to find a contacts for items, jobs, or favors. They can spend GP to increase the likelihood of finding the contact they desire.

Good Friends : Fixers have lots of friends and allies, and can have double the number of henchmen, but they are of limited and questionable loyalty.

Getting Hands Dirty - Fixers have thieves abilities at 1 level lower than the fixers level, limited to the following list: Open Locks, Find/remove traps,Move Silently, Hide in Shadows, Climb Walls. The fixer may not wear armor heavier than studded leather while attempting any of these skills.

A Big House - At 9th level or higher, the fixer can establish a household, similar to a thieves' den, attracting followers who can be fighters, thieves and, if evil, assassins.

So... Is the fixer an assassin? A bounty hunter? It seems to me that he's just a stealthy fighter. What is his purpose? I think your character class could use something describing what they do, what their job is. You have a bit dealing with benefits in cities- why? This cries out for details!

A fixer is a fighter subclass. They have both fighting abilities and a number of subterfuge and interpersonal skills. To become a fixer they need to have strength not less than 9, minimal intelligence of 9, wisdom of 13 or more, a minimal con of 9 and not less than 17 charisma. If the fixer has both strength and charisma exceeding 15, he or she gains the benefit of adding 10% to earned XP. Fixers use the Paladin XP table.

Fixers use d10 sided HP,Thaco and saving throws as per fighter. Weapon/Non-weapon proficiencies are as per thief, though weapon and armor choice are as Fighters, with limitations as described below.Fixers may not use weapon specialization.

The benefits of a Fixer are:

People Person - An additional +10% reaction adjustment to dealings in urban environments, improving by 2% per level. They also may have double the henchmen that their charisma would normally allow.

Contacts Everywhere - Fixers have a 30% + 5% per level of being able to find contacts for items, jobs or favours. This of course is adjusted for rarity or difficulty. Fixers can add their basic reaction adjustment to this value. A fixer may make this attempt once daily per point of charisma above 14.

Good Friends - A fixer may have NPC friends with which they have good rapport with. These count against the Fixer’s henchman count. A fixer can automatically get one such friend per level.

Getting Hands Dirty - Fixers have thieves abilities at 1 level lower than the fixers level, limited to the following list: Open Locks, Find/remove traps,Move Silently, Hide in Shadows, Climb Walls. The fixer may not wear armor heavier than studded leather while attempting any of these skills.

A Big House - At 9th level or higher, the fixer can establish a household, similar to a fighter’s fortress, attracting followers who can be fighters, thieves and, if evil, assassins. Such a household would be of low profile, as overly famous fixers would find their contacts drying up.

This is what I would toss out:

D6 Hit dice, THAC0 and Saving throws per rogues, weapons and non-weapon proficiencies as per Fighters.

I would lower the stat requirements to Intelligence 12, and Charisma 12 (dumb and coarse fixers don't last) and Charisma is the primary stat

Benefits:

People Person: When random encounters involve members of the same race of the fixer, their encounter level is increased favorably by one level, thus hostile would become wary, while neutral would become friendly, etc.

Contacts Everywhere: The Fixer can make a Charisma check to find a contacts for items, jobs, or favors. They can spend GP to increase the likelihood of finding the contact they desire.

Good Friends: Fixers have lots of friends and allies, and can have double the number of henchmen, but they are of limited and questionable loyalty.

Favors: instead of thief skills, the Fixer is a person who buys, sells, and trades favors. Each time they level up, the Fixer gains a Favor that they can call in. This favor has to be from someone who is at most neutral towards the Fixer. The favors can be collected until the fixer decides to use them.

"Contacts Everywhere: The Fixer can make a Charisma check to find a contacts for items, jobs, or favors. They can spend GP to increase the likelihood of finding the contact they desire.

Good Friends: Fixers have lots of friends and allies, and can have double the number of henchmen, but they are of limited and questionable loyalty."..Big House: The fixer gets a lair like a thieve's den

I like these amendments. Again, this particular fixer is on the more militant side.

"Contacts Everywhere: The Fixer can make a Charisma check to find a contacts for items, jobs, or favors. They can spend GP to increase the likelihood of finding the contact they desire.

Good Friends: Fixers have lots of friends and allies, and can have double the number of henchmen, but they are of limited and questionable loyalty."..Big House: The fixer gets a lair like a thieve's den

I like these amendments. Again, this particular fixer is on the more militant side.

PoisonAlchemist: Man Muro, you boost my confidence and then you just go crush it with a heartbreaking work of staggering genius.Pariah: Don't tell him things like that, if his head gets any bigger he'll float off like a weather ballon :p